M.Song
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i hope that wouldn't involve hours of robo v robo mirrors they get really boring really fast
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no everyone should move to gainesville, florida so i wouldn't be so ronery
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he went to testament or something :< something like not being able to play as much and not having his stick or something i haven't played gg since april either
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oh god yes new acho vids http://a-cho.com/ Koro-chan (SO) vs Tama (MA) Nezu (RO) vs Tzujikawa (SL) (this video isn't centered properly) Dogura (RO) vs Woshige (MI) Tsujikawa (SL) vs RF (FA) Jiro~ (SL) vs N-O (VE) RF (FA) vs Ruu (BR) Dogura (RO) vs Jiro~ (SL) Jiro~ (SL) vs RF (FA) Dogura (RO) vs Ruu (BR) good day for roboky players :3 辻川 = Tsujikawa
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you have to rc the command grab for it to hit otherwise it'd be otg and push them away
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the rc tension gain penalty should go away if you do it with like 4 seconds left i've only managed to get it once since i don't go into det mode often.... but 5D in the corner with det mode super is the most epic missile loop you can possibly imagine
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http://infi-knight.halfmoon.jp/movie.php Slayer & Robo-Ky Combo Video "Catastrophe: The End of Nanasiki" Player/Editor: Nana Komugi Music: Lunatic Tears - Ayane http://page.freett.com/abcrankingbattle/movie.htm Iroha(BA) vs Kimuchi(TE) Rozu(KY) vs Nezu(RO) Nezu(RO) vs Hagoromo(MI) Kazu(JA) vs Defure(FA) Nezu(RO) vs Koba(JO) Eki-chan(ZA) vs Kimuchi(TE) Koba(JO) vs Defure(JO) Eki-chan(ZA) vs Kiddo(JO) Eki-chan(ZA) vs Koba(JO) Defure(FA) vs Kiddo(JO) info stolen from this place: http://tatamigaeshi.blogspot.com/
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to answer your first question... yes it works on lv3 and it would be the lv2 dp that it may not work so well for ok... just to confirm... if you are asking if its possible to see if the lv3 dp is blocked then decide if you want to frc it or not... then the answer would be yes.. the false timing on the dp changes based on level, and the number of times it hits... so you kinda have to learn this false by visual cue rather than muscle memory
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that was a lv 3 dp into false in the vid if you noticed the timings for the frcs on the dp to be different its because he jumps at different heights for the different dp levels with lv 3 being the lowest height.. so you might want to keep that in mind if you want to do a dp frc mixup... if you do a lv2 dp false you are at a higher position and they have a little bit more time to react to whatever you are about to do
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i think this is it: http://www.megaupload.com/?d=W65GJ2EL i downloaded and uploaded it a while ago so i'm not too sure if its the same vid
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avoid alpha counters on dizzy its even harder to do it against her since her fish is always in the way
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for your first comment 1 pony + 1 frc + 1 missile is 45% tension.. pretty much 5 bars which is nearly twice the amount of tension you said when you described your combo i also said that if you play against people with roboky experience 2k -> 2hs isn't too good of an idea since its way too slow this was just a warning that against people with roboky experience a blocked 2k is pretty bad for you since your options are limited after it and its really easy for them to just grab you out of the 2k or right after they block it
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if you are playing against people that are used to fighting robokys doing 2k into 2HS isn't too good of an idea since 2k -> 2HS is pretty slow and they can easily grab you out of it if i want to chain into 2HS i generally do like 2p c.5s 2HS ~~~ and that's not 25% tension... that's nearly 50% for that combo
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http://megaupload.com/?d=U6JNZSTQ So Yesterday... his #R CM http://www.megaupload.com/?d=05MN02GU Sunrise ... his / CM http://megaupload.com/?d=5Y5VIC5C Get Happy his AC CM
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i was just trying that the pushback is way too much after 2HS even without the opponent FDing after the 5p you are pretty far away from your opponent i think it would work pretty decently to just do the 2k 2HS frc run in and command grab right after that since you aren't as far away as for a throw combo i just usually end up doing like grab frc run in c.5s j.k j.s j.s j.hs missile... its fairly easy to do and does decent damage
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doing three 5HS frcs into air combo is mostly mpractical on light chars i think the only way you can combo three 5HS frcs is by being on fire i know for certain that three 5HS frcs combos on annoying to combo chars like robo and jo but spending an additional 25-50% tension for that little bit of extra damage isn't worth it unless you are gonna kill them
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i copied and pasted the movie URL into IE and it worked could not get it to work with firefox or flashget my media players can't seem to play it... i get sound but no video i am using the latest version of CCCP for codecs
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alpha countering eddie between shadow attacks takes a bit of timing to do... but i think its a lot easier than trying to alpha counter dizzy between fish attacks
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well venom's 6p rapes any aerial approach and most likely he will have a ball ready to just stop the lv3 missile before it splits probably your best bet would to just wait until you can robodash in (through any incoming balls) although that's not a very safe option unless you have really gotten invincibility timing down on it or just ib his pressure string until you have around 75%.... alpha counter out then you have some tension to pressure him.... neither of those options sound very good... but i never play against venom... so i have no idea what to do either that's just what i tend to do against chars i have no matchup experience against
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so anyone wanna explain to me what's going on in the new kusoru cm? there are like the yellow cancels from isuka and people are flying around and glowing unnatural colors and stuff
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with a meaty 6p the sol could probably just grand viper under it... not 100% sure if they could do it or not... but i know that grand viper rapes 6HS as oki
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hmmm pimpjuice might go (haven't heard from him in a long time)... and he plays robo/eddie last time i talked to him
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against zappa.. i generally try to avoid shooting out missiles ever since he can easily run under them and rape you in the face when you land
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johnny's dash goes over 2k... and can hit you with 6HS before you recover.. so be careful about doing that close to him also 2HS will trade with it as well.. and you will be in hit stun for much longer than him pony shouldn't be thrown out too often since coins easily beat it... and then you'd take lots of damage... and as for super jumping out of corner pressure.... i personally don't try to super jump out since if you try to dash out he can easily a) high mist finer, b) j.s, c) or jump up and grab you..... his normal jump height is around your super jump height iirc.... i dunno... despite having the matchup favor.... i still find this to be kind of a hard matchup hopefully this helps
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not really unplayable... but i think / roboky had to be really offensive... never let go of his rushdown and you might be able to win... but once you start blocking.. its like you have no way of winning since he exploded so easily => eat big damage combo with jacked up guard bar